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+/*
+ * Light.java
+ * Copyright (C) 2003
+ *
+ * $Id: Light.java,v 1.1 2004-07-09 06:50:49 hzi Exp $
+ */
+/*
+Copyright (C) 1997-2001 Id Software, Inc.
+
+This program is free software; you can redistribute it and/or
+modify it under the terms of the GNU General Public License
+as published by the Free Software Foundation; either version 2
+of the License, or (at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+
+See the GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
+*/
+package jake2.render.fastjogl;
+
+import jake2.Defines;
+import jake2.Globals;
+import jake2.client.dlight_t;
+import jake2.client.lightstyle_t;
+import jake2.game.GameBase;
+import jake2.game.cplane_t;
+import jake2.qcommon.longjmpException;
+import jake2.render.*;
+import jake2.util.Math3D;
+
+import java.nio.ByteBuffer;
+import java.nio.IntBuffer;
+import java.util.Arrays;
+
+import net.java.games.jogl.GL;
+
+/**
+ * Light
+ *
+ * @author cwei
+ */
+public abstract class Light extends Warp {
+ // r_light.c
+
+ int r_dlightframecount;
+
+ static final int DLIGHT_CUTOFF = 64;
+
+ /*
+ =============================================================================
+
+ DYNAMIC LIGHTS BLEND RENDERING
+
+ =============================================================================
+ */
+
+ void R_RenderDlight (dlight_t light)
+ {
+ int i, j;
+ float a;
+ float[] v = {0, 0, 0};
+ float rad;
+
+ rad = light.intensity * 0.35f;
+
+ Math3D.VectorSubtract (light.origin, r_origin, v);
+
+ gl.glBegin (GL.GL_TRIANGLE_FAN);
+ gl.glColor3f (light.color[0]*0.2f, light.color[1]*0.2f, light.color[2]*0.2f);
+ for (i=0 ; i<3 ; i++)
+ v[i] = light.origin[i] - vpn[i]*rad;
+ gl.glVertex3f(v[0], v[1], v[2]);
+ gl.glColor3f (0,0,0);
+ for (i=16 ; i>=0 ; i--)
+ {
+ a = (float)(i/16.0f * Math.PI*2);
+ for (j=0 ; j<3 ; j++)
+ v[j] = (float)(light.origin[j] + vright[j]*Math.cos(a)*rad
+ + vup[j]*Math.sin(a)*rad);
+ gl.glVertex3f(v[0], v[1], v[2]);
+ }
+ gl.glEnd ();
+ }
+
+ /*
+ =============
+ R_RenderDlights
+ =============
+ */
+ void R_RenderDlights()
+ {
+ if (gl_flashblend.value == 0)
+ return;
+
+ r_dlightframecount = r_framecount + 1; // because the count hasn't
+ // advanced yet for this frame
+ gl.glDepthMask(false);
+ gl.glDisable(GL.GL_TEXTURE_2D);
+ gl.glShadeModel (GL.GL_SMOOTH);
+ gl.glEnable (GL.GL_BLEND);
+ gl.glBlendFunc (GL.GL_ONE, GL.GL_ONE);
+
+ for (int i=0 ; i<r_newrefdef.num_dlights ; i++)
+ {
+ R_RenderDlight(r_newrefdef.dlights[i]);
+ }
+
+ gl.glColor3f (1,1,1);
+ gl.glDisable(GL.GL_BLEND);
+ gl.glEnable(GL.GL_TEXTURE_2D);
+ gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
+ gl.glDepthMask(true);
+ }
+
+
+ /*
+ =============================================================================
+
+ DYNAMIC LIGHTS
+
+ =============================================================================
+ */
+
+ /*
+ =============
+ R_MarkLights
+ =============
+ */
+ void R_MarkLights (dlight_t light, int bit, mnode_t node)
+ {
+ cplane_t splitplane;
+ float dist;
+ msurface_t surf;
+ int i;
+ int sidebit;
+
+ if (node.contents != -1)
+ return;
+
+ splitplane = node.plane;
+ dist = Math3D.DotProduct (light.origin, splitplane.normal) - splitplane.dist;
+
+ if (dist > light.intensity - DLIGHT_CUTOFF)
+ {
+ R_MarkLights (light, bit, node.children[0]);
+ return;
+ }
+ if (dist < -light.intensity + DLIGHT_CUTOFF)
+ {
+ R_MarkLights (light, bit, node.children[1]);
+ return;
+ }
+
+ // mark the polygons
+ for (i=0 ; i<node.numsurfaces ; i++)
+ {
+
+ surf = r_worldmodel.surfaces[node.firstsurface + i];
+
+ /*
+ * cwei
+ * bugfix for dlight behind the walls
+ */
+ dist = Math3D.DotProduct (light.origin, surf.plane.normal) - surf.plane.dist;
+ sidebit = (dist >= 0) ? 0 : Defines.SURF_PLANEBACK;
+ if ( (surf.flags & Defines.SURF_PLANEBACK) != sidebit )
+ continue;
+ /*
+ * cwei
+ * bugfix end
+ */
+
+ if (surf.dlightframe != r_dlightframecount)
+ {
+ surf.dlightbits = 0;
+ surf.dlightframe = r_dlightframecount;
+ }
+ surf.dlightbits |= bit;
+ }
+
+ R_MarkLights (light, bit, node.children[0]);
+ R_MarkLights (light, bit, node.children[1]);
+ }
+
+
+ /*
+ =============
+ R_PushDlights
+ =============
+ */
+ void R_PushDlights()
+ {
+ int i;
+ dlight_t l;
+
+ if (gl_flashblend.value != 0)
+ return;
+
+ r_dlightframecount = r_framecount + 1; // because the count hasn't
+ // advanced yet for this frame
+ for (i=0 ; i<r_newrefdef.num_dlights ; i++) {
+ l = r_newrefdef.dlights[i];
+ R_MarkLights( l, 1<<i, r_worldmodel.nodes[0] );
+ }
+ }
+
+
+ /*
+ =============================================================================
+
+ LIGHT SAMPLING
+
+ =============================================================================
+ */
+
+ float[] pointcolor = {0, 0, 0}; // vec3_t
+ cplane_t lightplane; // used as shadow plane
+ float[] lightspot = {0, 0, 0}; // vec3_t
+
+ int RecursiveLightPoint (mnode_t node, float[] start, float[] end)
+ {
+ float front, back, frac;
+ boolean side;
+ int sideIndex;
+ cplane_t plane;
+ float[] mid = {0, 0, 0};
+ msurface_t surf;
+ int s, t, ds, dt;
+ int i;
+ mtexinfo_t tex;
+ ByteBuffer lightmap;
+ int maps;
+ int r;
+
+ if (node.contents != -1)
+ return -1; // didn't hit anything
+
+ // calculate mid point
+
+ // FIXME: optimize for axial
+ plane = node.plane;
+ front = Math3D.DotProduct (start, plane.normal) - plane.dist;
+ back = Math3D.DotProduct (end, plane.normal) - plane.dist;
+ side = (front < 0);
+ sideIndex = (side) ? 1 : 0;
+
+ if ( (back < 0) == side)
+ return RecursiveLightPoint (node.children[sideIndex], start, end);
+
+ frac = front / (front-back);
+ mid[0] = start[0] + (end[0] - start[0])*frac;
+ mid[1] = start[1] + (end[1] - start[1])*frac;
+ mid[2] = start[2] + (end[2] - start[2])*frac;
+
+ // go down front side
+ r = RecursiveLightPoint (node.children[sideIndex], start, mid);
+ if (r >= 0)
+ return r; // hit something
+
+ if ( (back < 0) == side )
+ return -1; // didn't hit anuthing
+
+ // check for impact on this node
+ Math3D.VectorCopy (mid, lightspot);
+ lightplane = plane;
+
+ int surfIndex = node.firstsurface;
+ for (i=0 ; i<node.numsurfaces ; i++, surfIndex++)
+ {
+ surf = r_worldmodel.surfaces[surfIndex];
+
+ if ((surf.flags & (Defines.SURF_DRAWTURB | Defines.SURF_DRAWSKY)) != 0)
+ continue; // no lightmaps
+
+ tex = surf.texinfo;
+
+ s = (int)(Math3D.DotProduct (mid, tex.vecs[0]) + tex.vecs[0][3]);
+ t = (int)(Math3D.DotProduct (mid, tex.vecs[1]) + tex.vecs[1][3]);
+
+ if (s < surf.texturemins[0] || t < surf.texturemins[1])
+ continue;
+
+ ds = s - surf.texturemins[0];
+ dt = t - surf.texturemins[1];
+
+ if ( ds > surf.extents[0] || dt > surf.extents[1] )
+ continue;
+
+ if (surf.samples == null)
+ return 0;
+
+ ds >>= 4;
+ dt >>= 4;
+
+ lightmap = surf.samples;
+ int lightmapIndex = 0;
+
+ Math3D.VectorCopy (Globals.vec3_origin, pointcolor);
+ if (lightmap != null)
+ {
+ float[] scale = {0, 0, 0};
+ float[] rgb;
+ lightmapIndex += 3 * (dt * ((surf.extents[0] >> 4) + 1) + ds);
+
+ for (maps = 0 ; maps < Defines.MAXLIGHTMAPS && surf.styles[maps] != (byte)255; maps++)
+ {
+ rgb = r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].rgb;
+ scale[0] = gl_modulate.value * rgb[0];
+ scale[1] = gl_modulate.value * rgb[1];
+ scale[2] = gl_modulate.value * rgb[2];
+
+ pointcolor[0] += (lightmap.get(lightmapIndex + 0) & 0xFF) * scale[0] * (1.0f/255);
+ pointcolor[1] += (lightmap.get(lightmapIndex + 1) & 0xFF) * scale[1] * (1.0f/255);
+ pointcolor[2] += (lightmap.get(lightmapIndex + 2) & 0xFF) * scale[2] * (1.0f/255);
+ lightmapIndex += 3 * ((surf.extents[0] >> 4) + 1) * ((surf.extents[1] >> 4) + 1);
+ }
+ }
+ return 1;
+ }
+
+ // go down back side
+ return RecursiveLightPoint (node.children[1 - sideIndex], mid, end);
+ }
+
+ /*
+ ===============
+ R_LightPoint
+ ===============
+ */
+ void R_LightPoint (float[] p, float[] color)
+ {
+ assert (p.length == 3) : "vec3_t bug";
+ assert (color.length == 3) : "rgb bug";
+
+ float[] end = {0, 0, 0};
+ float r;
+ int lnum;
+ dlight_t dl;
+ float light;
+ float[] dist = {0, 0, 0};
+ float add;
+
+ if (r_worldmodel.lightdata == null)
+ {
+ color[0] = color[1] = color[2] = 1.0f;
+ return;
+ }
+
+ end[0] = p[0];
+ end[1] = p[1];
+ end[2] = p[2] - 2048;
+
+ r = RecursiveLightPoint(r_worldmodel.nodes[0], p, end);
+
+ if (r == -1)
+ {
+ Math3D.VectorCopy (GameBase.vec3_origin, color);
+ }
+ else
+ {
+ Math3D.VectorCopy (pointcolor, color);
+ }
+
+ //
+ // add dynamic lights
+ //
+ light = 0;
+ for (lnum=0 ; lnum<r_newrefdef.num_dlights ; lnum++)
+ {
+ dl = r_newrefdef.dlights[lnum];
+
+ Math3D.VectorSubtract (currententity.origin, dl.origin, dist);
+ add = dl.intensity - Math3D.VectorLength(dist);
+ add *= (1.0f/256);
+ if (add > 0)
+ {
+ Math3D.VectorMA (color, add, dl.color, color);
+ }
+ }
+
+ Math3D.VectorScale (color, gl_modulate.value, color);
+ }
+
+
+// ===================================================================
+
+ float[] s_blocklights = new float[34 * 34 * 3];
+
+ /*
+ ===============
+ R_AddDynamicLights
+ ===============
+ */
+ void R_AddDynamicLights(msurface_t surf)
+ {
+ int lnum;
+ int sd, td;
+ float fdist, frad, fminlight;
+ float[] impact = {0, 0, 0};
+ float[] local = {0, 0, 0};
+ int s, t;
+ int i;
+ int smax, tmax;
+ mtexinfo_t tex;
+ dlight_t dl;
+ float[] pfBL;
+ float fsacc, ftacc;
+
+ smax = (surf.extents[0]>>4)+1;
+ tmax = (surf.extents[1]>>4)+1;
+ tex = surf.texinfo;
+
+ for (lnum=0 ; lnum<r_newrefdef.num_dlights ; lnum++)
+ {
+ if ( (surf.dlightbits & (1<<lnum)) == 0 )
+ continue; // not lit by this light
+
+ dl = r_newrefdef.dlights[lnum];
+ frad = dl.intensity;
+ fdist = Math3D.DotProduct (dl.origin, surf.plane.normal) -
+ surf.plane.dist;
+ frad -= Math.abs(fdist);
+ // rad is now the highest intensity on the plane
+
+ fminlight = DLIGHT_CUTOFF; // FIXME: make configurable?
+ if (frad < fminlight)
+ continue;
+ fminlight = frad - fminlight;
+
+ for (i=0 ; i<3 ; i++)
+ {
+ impact[i] = dl.origin[i] -
+ surf.plane.normal[i]*fdist;
+ }
+
+ local[0] = Math3D.DotProduct (impact, tex.vecs[0]) + tex.vecs[0][3] - surf.texturemins[0];
+ local[1] = Math3D.DotProduct (impact, tex.vecs[1]) + tex.vecs[1][3] - surf.texturemins[1];
+
+ pfBL = s_blocklights;
+ int pfBLindex = 0;
+ for (t = 0, ftacc = 0 ; t<tmax ; t++, ftacc += 16)
+ {
+ td = (int)(local[1] - ftacc);
+ if ( td < 0 )
+ td = -td;
+
+ for ( s=0, fsacc = 0 ; s<smax ; s++, fsacc += 16, pfBLindex += 3)
+ {
+ sd = (int)( local[0] - fsacc );
+
+ if ( sd < 0 )
+ sd = -sd;
+
+ if (sd > td)
+ fdist = sd + (td>>1);
+ else
+ fdist = td + (sd>>1);
+
+ if ( fdist < fminlight )
+ {
+ pfBL[pfBLindex + 0] += ( frad - fdist ) * dl.color[0];
+ pfBL[pfBLindex + 1] += ( frad - fdist ) * dl.color[1];
+ pfBL[pfBLindex + 2] += ( frad - fdist ) * dl.color[2];
+ }
+ }
+ }
+ }
+ }
+
+
+ /*
+ ** R_SetCacheState
+ */
+ void R_SetCacheState( msurface_t surf )
+ {
+ int maps;
+
+ for (maps = 0 ; maps < Defines.MAXLIGHTMAPS && surf.styles[maps] != (byte)255 ;
+ maps++)
+ {
+ surf.cached_light[maps] = r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].white;
+ }
+ }
+
+ /*
+ ===============
+ R_BuildLightMap
+
+ Combine and scale multiple lightmaps into the floating format in blocklights
+ ===============
+ */
+ void R_BuildLightMap(msurface_t surf, IntBuffer dest, int stride)
+ {
+ int smax, tmax;
+ int r, g, b, a, max;
+ int i, j, size;
+ ByteBuffer lightmap;
+ float[] scale = {0, 0, 0, 0};
+ int nummaps;
+ float[] bl;
+ lightstyle_t style;
+ int monolightmap;
+
+ if ( (surf.texinfo.flags & (Defines.SURF_SKY | Defines.SURF_TRANS33 | Defines.SURF_TRANS66 | Defines.SURF_WARP)) != 0 )
+ ri.Sys_Error(Defines.ERR_DROP, "R_BuildLightMap called for non-lit surface");
+
+ smax = (surf.extents[0] >> 4) + 1;
+ tmax = (surf.extents[1] >> 4) + 1;
+ size = smax * tmax;
+ if (size > ((s_blocklights.length * Defines.SIZE_OF_FLOAT) >> 4) )
+ ri.Sys_Error(Defines.ERR_DROP, "Bad s_blocklights size");
+
+ try {
+ // set to full bright if no light data
+ if (surf.samples == null)
+ {
+ int maps;
+
+ for (i=0 ; i<size*3 ; i++)
+ s_blocklights[i] = 255;
+
+ for (maps = 0 ; maps < Defines.MAXLIGHTMAPS && surf.styles[maps] != (byte)255; maps++)
+ {
+ style = r_newrefdef.lightstyles[surf.styles[maps] & 0xFF];
+ }
+ // goto store;
+ throw new longjmpException();
+ }
+
+ // count the # of maps
+ for ( nummaps = 0 ; nummaps < Defines.MAXLIGHTMAPS && surf.styles[nummaps] != (byte)255 ;
+ nummaps++)
+ ;
+
+ lightmap = surf.samples;
+ int lightmapIndex = 0;
+
+ // add all the lightmaps
+ if ( nummaps == 1 )
+ {
+ int maps;
+
+ for (maps = 0 ; maps < Defines.MAXLIGHTMAPS && surf.styles[maps] != (byte)255 ;
+ maps++)
+ {
+ bl = s_blocklights;
+ int blp = 0;
+
+ for (i=0 ; i<3 ; i++)
+ scale[i] = gl_modulate.value * r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].rgb[i];
+
+ if ( scale[0] == 1.0F &&
+ scale[1] == 1.0F &&
+ scale[2] == 1.0F )
+ {
+ for (i=0 ; i<size ; i++)
+ {
+ bl[blp++] = lightmap.get(lightmapIndex++) & 0xFF;
+ bl[blp++] = lightmap.get(lightmapIndex++) & 0xFF;
+ bl[blp++] = lightmap.get(lightmapIndex++) & 0xFF;
+ }
+ }
+ else
+ {
+ for (i=0 ; i<size ; i++)
+ {
+ bl[blp++] = (lightmap.get(lightmapIndex++) & 0xFF) * scale[0];
+ bl[blp++] = (lightmap.get(lightmapIndex++) & 0xFF) * scale[1];
+ bl[blp++] = (lightmap.get(lightmapIndex++) & 0xFF) * scale[2];
+ }
+ }
+ //lightmap += size*3; // skip to next lightmap
+ }
+ }
+ else
+ {
+ int maps;
+
+ // memset( s_blocklights, 0, sizeof( s_blocklights[0] ) * size * 3 );
+
+ Arrays.fill(s_blocklights, 0, size * 3, 0.0f);
+
+ for (maps = 0 ; maps < Defines.MAXLIGHTMAPS && surf.styles[maps] != (byte)255 ;
+ maps++)
+ {
+ bl = s_blocklights;
+ int blp = 0;
+
+ for (i=0 ; i<3 ; i++)
+ scale[i] = gl_modulate.value*r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].rgb[i];
+
+ if ( scale[0] == 1.0F &&
+ scale[1] == 1.0F &&
+ scale[2] == 1.0F )
+ {
+ for (i=0 ; i<size ; i++)
+ {
+ bl[blp++] += lightmap.get(lightmapIndex++) & 0xFF;
+ bl[blp++] += lightmap.get(lightmapIndex++) & 0xFF;
+ bl[blp++] += lightmap.get(lightmapIndex++) & 0xFF;
+ }
+ }
+ else
+ {
+ for (i=0 ; i<size ; i++)
+ {
+ bl[blp++] += (lightmap.get(lightmapIndex++) & 0xFF) * scale[0];
+ bl[blp++] += (lightmap.get(lightmapIndex++) & 0xFF) * scale[1];
+ bl[blp++] += (lightmap.get(lightmapIndex++) & 0xFF) * scale[2];
+ }
+ }
+ //lightmap += size*3; // skip to next lightmap
+ }
+ }
+
+ // add all the dynamic lights
+ if (surf.dlightframe == r_framecount)
+ R_AddDynamicLights(surf);
+
+ // label store:
+ } catch (longjmpException store) {}
+
+ // put into texture format
+ stride -= smax;
+ bl = s_blocklights;
+ int blp = 0;
+
+ monolightmap = gl_monolightmap.string.charAt(0);
+
+ int destp = 0;
+
+ if ( monolightmap == '0' )
+ {
+ for (i=0 ; i<tmax ; i++, destp += stride)
+ {
+ //dest.position(destp);
+
+ for (j=0 ; j<smax ; j++)
+ {
+
+ r = (int)bl[blp++];
+ g = (int)bl[blp++];
+ b = (int)bl[blp++];
+
+ // catch negative lights
+ if (r < 0)
+ r = 0;
+ if (g < 0)
+ g = 0;
+ if (b < 0)
+ b = 0;
+
+ /*
+ ** determine the brightest of the three color components
+ */
+ if (r > g)
+ max = r;
+ else
+ max = g;
+ if (b > max)
+ max = b;
+
+ /*
+ ** alpha is ONLY used for the mono lightmap case. For this reason
+ ** we set it to the brightest of the color components so that
+ ** things don't get too dim.
+ */
+ a = max;
+
+ /*
+ ** rescale all the color components if the intensity of the greatest
+ ** channel exceeds 1.0
+ */
+ if (max > 255)
+ {
+ float t = 255.0F / max;
+
+ r = (int)(r*t);
+ g = (int)(g*t);
+ b = (int)(b*t);
+ a = (int)(a*t);
+ }
+ r &= 0xFF; g &= 0xFF; b &= 0xFF; a &= 0xFF;
+ dest.put(destp++, (a << 24) | (b << 16) | (g << 8) | (r << 0));
+ }
+ }
+ }
+ else
+ {
+ for (i=0 ; i<tmax ; i++, destp += stride)
+ {
+ //dest.position(destp);
+
+ for (j=0 ; j<smax ; j++)
+ {
+
+ r = (int) bl[blp++];
+ g = (int) bl[blp++];
+ b = (int) bl[blp++];
+
+ // catch negative lights
+ if (r < 0)
+ r = 0;
+ if (g < 0)
+ g = 0;
+ if (b < 0)
+ b = 0;
+
+ /*
+ ** determine the brightest of the three color components
+ */
+ if (r > g)
+ max = r;
+ else
+ max = g;
+ if (b > max)
+ max = b;
+
+ /*
+ ** alpha is ONLY used for the mono lightmap case. For this reason
+ ** we set it to the brightest of the color components so that
+ ** things don't get too dim.
+ */
+ a = max;
+
+ /*
+ ** rescale all the color components if the intensity of the greatest
+ ** channel exceeds 1.0
+ */
+ if (max > 255)
+ {
+ float t = 255.0F / max;
+
+ r = (int)(r*t);
+ g = (int)(g*t);
+ b = (int)(b*t);
+ a = (int)(a*t);
+ }
+
+ /*
+ ** So if we are doing alpha lightmaps we need to set the R, G, and B
+ ** components to 0 and we need to set alpha to 1-alpha.
+ */
+ switch ( monolightmap )
+ {
+ case 'L':
+ case 'I':
+ r = a;
+ g = b = 0;
+ break;
+ case 'C':
+ // try faking colored lighting
+ a = 255 - ((r+g+b)/3);
+ r *= a/255.0f;
+ g *= a/255.0f;
+ b *= a/255.0f;
+ break;
+ case 'A':
+ default:
+ r = g = b = 0;
+ a = 255 - a;
+ break;
+ }
+ r &= 0xFF; g &= 0xFF; b &= 0xFF; a &= 0xFF;
+ dest.put(destp++, (a << 24) | (b << 16) | (g << 8) | (r << 0));
+ }
+ }
+ }
+ }
+
+}